I’m new to Unity, but I’ve done game programming in C++ for quite some time using various lower-level engines. My first game in Unity is utilizing procedurally generated terrain, and I’m having trouble texturing it the way I would like to. I’ve got a couple textures which can be broken down into tiles, and I’d like to give UV coordinates to each triangle in the terrain in order to create a tiled texture maps. This effect is important to the visual style of my game, and I’d like to avoid overlapping textures, like those created by “splat maps.” This seems like a fairly straightforward operation, but I still seem to be having trouble locating the Unity API documentation describing how to do this. I expect I’m missing something, and would like some advice in how to achieve tile-mapped terrain.